Based in Swindon, UK, Mongoose Publishing was founded in 2001 and within 6 months became the UK’s largest publisher of roleplaying games. Initially concentrating on d20 based products, Mongoose Publishing's first book was the Slayers Guide to Hobgoblins, part of the Slayers Guide series of books. Subsequent product lines followed in rapid succession with the release of the Encyclopaedia Arcane, Travellers Tales, Quintessential and Cities of Fantasy series of books.

Mongoose has earned a reputation for producing quality licensed products to sit alongside their generic fantasy ranges and their first licensed book, the Judge Dredd roleplaying game, proved to be an instant hit. Further licensed products followed with roleplaying games based on Slaine, Babylon 5, Conan, Lone Wolf, Macho Women with Guns, Paranoia and Runequest. Mongoose's newest licenced roleplaying game, Traveller, brings back the classic science fiction roleplaying game.

In 2004 Mongoose Publishing launched it's first miniatures game, Mighty Armies, and this was quickly followed by the Origins award-winning Babylon 5 spaceship combat game, A Call to Arms. Mongoose’s first foray into plastic miniature games came in late 2004 with the innovative Gangs of Mega City One, a skirmish game based on the world of Judge Dredd. In the spring of 2005 Mongoose Publishing released the Starship Troopers miniatures game, a mass battle game in 28mm scale pitting humanity against a host of enemies in a battle for the species. Supported with a range of metal and plastic miniature releases, a year after its launch Starship Troopers had already won the Origins 'Best New Game' award and was supported by over 50 different releases. Our current miniatures games include Judge Dredd and A Call to Arms: Star Fleet.

Mongoose Publishing's miniatures games and roleplaying games continue to provide gamers with fantastic worlds in which to immerse themselves, and the company has become a recognised force in the world of hobby games.

The New Year sees the release of Issue 6 of Signs & Portents! It’s a new year, but you can rest assured that the quality in S&P remains consistently high. Of Chariots and Acheronians – Conan is nearly here and we thought we would cheer him in with an exclusive new race, along with rules for their preferred mode of transport. Follow in the steps of the evil Xaltotun. After all, it was... [click here for more]

Ambush at AltairStarship Troopers - The Roleplaying Game
Ammunition is running out. Power is running out. Time is running out… and the Arachnids are coming.
You thought you had it easy – a few days shore leave on Tango Urilla, the only colonised world in the Altair System. You were ready to knock back a few beers and enjoy the nightlife. You had been told by the boys... [click here for more]

Arachnid Army Book Bugs, Arachnids, call them what you will, they are the greatest and most terrifying threat mankind has ever faced. A species so utterly ruthless and alien that they are beyond comprehension. The Arachnid Army book takes this most compelling threat and reveals a level of detail never before seen in print. With a sub-species for every conceivable military... [click here for more]

Armageddon 2089: Total War is a 304 page hardback RPG concentrating on mek-based warfare and the mercenary/corporate companies who use them. Using the d20 System to its fullest, this is the most detailed game of its type to date, and no expense has been spared in ensuring that it is also one of the best looking games available. The rulebook kicks off with a 'Welcome to Armageddon 2089' mini-chapter... [click here for more]

'You are Troopers when I say you are Troopers. Not one moment before. And until I believe you fit to carry on that fine tradition, you are nothing. Less than nothing.’ ‘I will break you and mangle you and grind you beneath my boots. You will beg to be released. You will beg for death – for anything that might save you from me. And I will let you go. Because I don't want... [click here for more]

The homeland of Conan himself is now detailed, for the first time. Explore the original land of barbarians, experience their culture, and develop your own Cimmerian characters. This sourcebook is packed full of in-depth detail of Cimmeria and its people, along with the hazards facing both explorers and invaders. ... [click here for more]

Home to over twenty-five thousand rampaging orcs, Skraag is a city of pure brutality, a place of nightmare that even the bravest adventurer will fear to tread. Built from the ruins of an ancient dwarven stronghold the orcs themselves destroyed, the hordes of Skraag range for miles in every direction, bringing slaughter and misery to any community unfortunate enough to be within range of their predations.... [click here for more]

If there were a place where the written word was priceless, where a painting or a sculpture was worth more than diamonds and where a song could inspire a love that lasts for centuries, would you go there? If there existed a city where genius and beauty were one and the same, where invention and ambition were prized above martial skill and where dragons and mortals lived together in eternal harmony,... [click here for more]

Among the mysteries of the sea, Stormhaven stands proud and defiant, a city built upon the relic of an unknown civilisation. Four great pillars support a disk of preternatural stone, its architects an enigma as great as the means of its construction. The new inhabitants settled centuries ago, giving the city its current name because the solidity and endurance it offers against the surrounding ocean... [click here for more]

Using the information in this d20 sourcebook, you can introduce religious conflict into your campaign world as both a background and foreground element for all levels of play. Low level characters can take part in crusades, joining an army or signing up to one of the crusader orders. At mid-level they can undertake special missions to capture or destroy a temple of another cult, as well as lead entire... [click here for more]

As with anything that seems purely defensive, the school of abjuration is often thought to be weak. This could not be further from the truth. Magic is a powerful force, capable of slaying a healthy warrior with a single word or laying waste to an entire city. Mundane defences are incapable of repelling just force. Only the spells of abjuration offer resistance to this might, which makes abjuration... [click here for more]

Battle magic is about pushing magic to its absolute destructive limits, turning each arcane phrase into a death sentence and every claw-fingered gesture into a deadly magical assault. Make no mistake – battle magic is about mayhem and death, ensuring your opponents are made to pay for their presumption to challenge your arcane might. Whether you wish to deliver death from afar, firing off massive... [click here for more]

The ancient practice of blood magic has been outlawed in many civilised societies, for though it allows access to staggering levels of magical power the price can be very high. Savage tribes often respect blood magic, though even they tend to fear and avoid it where possible – its power is the stuff of legend, to be invoked only by those who expect to achieve great things or die in the attempt.... [click here for more]

Chaos magic is not for the faint hearted - those unwilling or unable to maintain the daring or force of will necessary to harness great, unwieldy energies will find themselves destroyed by the very power they sought. The true unfortunates will end their days locked into forms never meant for mortal eyes, let alone mortal flesh. Many are the failed practitioners of this art, and their wildly deformed... [click here for more]

A forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Wizards and sorcerers understand chronomancy as the simple manipulation of time through arcane magic. These ignorant fools take the sacred name of chronomancy in vain, having no idea of the forces they could unleash with their meddling. Chronomancy is far more than the control... [click here for more]

Encyclopaedia Arcane Compendium: Volume I brings together four great Encyclopaedia Arcane titles together for the first time. Demonology, Necromancy, Battle Magic and the all-new Transmutation. Demonology: Taking your mage along the path of summoning beasts from other planes, sworn to do your bidding but intent on taking your soul. Can you skate the line that separates power from disaster? Necromancy:... [click here for more]

This volume presents the first serious study of the long-neglected questions of why material components are used in spells, what logic governs their use and whether or not it is possible to change them. Looking at the typical components used in arcane spells and outlining the key principles on which they work. An exhaustive treatment of the standard arcane spells is then provided which will inject... [click here for more]

Conjuration, the art of calling something forth from nothing, is a magic of infinite potential due simply to its very nature. To conjure is to reach past the empty spaces of this world and summon the heart’s desires from beyond. This kind of power can not be overstated or underestimated. To master conjuration is to never be alone, to never face a situation without aid. When one can instantly... [click here for more]

Golems wait silently in dungeon corridors, ready to apprehend unwary adventurers who dare defile their former master’s sanctum. Shield guardians follow their owners faithfully, interposing themselves between the holder of their amulet and anything that would bring him harm. Homunculi fly forth, powered by their creator’s lifeblood into a grotesque mockery of life. All of these constructs,... [click here for more]

An owlbear paces round and round the dry moat encircling the wizard’s castle, seeking any creature foolish enough to have entered the moat willingly or unfortunate enough to have been thrown there by the wizard’s minions. Up in the wizard’s stables a pair of night-black pegasi nicker nervously, as they always do when they hear the owlbear’s hungry cries. Their oversized ravens’... [click here for more]

Welcome, mortal, to the Dark Road. Within these secret pages you will find the most forbidden knowledge of all - that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for those... [click here for more]

There are many schools of magic. Some, such as Evocation, are combat oriented and the province of wizards who hurl deadly fire at their foes and wreathe the battlefield with lightning. Others, such as Transmutation, are the domain of those seeking to explore the many forms of reality and how they can be bent and reshaped. Still others are much subtler; the school of Abjuration, for example, is a generally... [click here for more]

Every wizard, sorcerer and bard knows deep within that his abilities are a pale imitation of the true power that dragons embody, and every new avenue of research is an attempt to find the original path of magic. Dragons continue to practice their arts, looking at the mortals trying to reach beyond their own limits with amusement, worry or admiration. Some of these magnificent beasts even teach their... [click here for more]

There are monsters in the deep, beasts whose flesh is perfect obsidian, whose eyes shine like midnight stars and who yearn to hunt again beneath the open sky. These beasts are the drow, and it is their doom to never again feel the light and warmth of the sun, until such time as the elven gods are thrown down and all their favoured children slain. The cities of the drow spread like a cancer through... [click here for more]

Common arcane lore divides physical existence in four basic elements: Air, Earth, Fire and Water. By manipulating these elements, arcane spellcasters create some of the most spectacular effects of magic, raising walls of stone around them or raining fiery death upon their enemies. Unlike druids, who control nature’s resources out of a pact of mutual respect, wizards and sorcerers master the raw... [click here for more]

You wish to study enchantment with me? Are you certain you understand what it is you ask? The school of enchantment specialises in a very powerful but very personal form of magic, making people, places and things affect the minds of others in ways that can be very intimate indeed. With this magic you can make someone fall in love, pledge devotion to a task, or defend a place with his very life. Enchantment,... [click here for more]

Familiars have long been a part of the arcane tradition and their fabled past has been portrayed in many a yarn, old and new. They are depicted in the tales as dedicated servants, faithful confidants, and in some cases as unwavering soul mates, but no matter how they are described one thing is certain: familiars are more than just simple companions to keep your feet warm on a cold winter’s night.... [click here for more]

Illusionism has always been seen as a weaker form of magic, a school to be ridiculed rather than studied by most self-respecting mages. However, this book shall reveal that illusionism is neither to be scoffed at nor to be trifled with. At its heart, illusionism is the art of deception, be it benign or malicious in nature. It alters another’s perceptions and tricks their senses. Those affected... [click here for more]

Magic items are a staple of fantasy in any form, evoking images of great deeds done, of dragons, of heroism and of terrible villainy. The true power of magic items comes not from their ability to work miracles, but from their ability to evoke wonder in all of us. Who does not remember the first time they, at the successful conclusion of a hard-fought adventure, lifted a new sword and pulled it,... [click here for more]

Throughout the civilised lands of man, dwarf and elf, the practice of necromancy is universally shunned, its knowledge suppressed and its practitioners persecuted. Only now, with the advent of Necromancy – Beyond the Grave, are the darkest secrets of this terrible and frightening magic finally revealed. One skilled in wizardry or sorcery may use this tome, for good or ill, and tap the powers... [click here for more]

The wizard is an archetype of power. With courage and discipline he ventures into forbidden mysteries, learning the spells which may melt down reality and remould it closer to his heart’s desire. Once the heady heights of ninth level spellcasting are attained, the magician is believed to be at the apex of his power. However, there are those for whom this is just the beginning. These are the... [click here for more]

Mortals look up at the midnight sky and see the stars, eternal and changeless. They have worshipped them, feared them, hidden from them and tried to understand them. They are the one constant promise that, in a world of constant chaos, there is something innately ordered and beautiful about the universe. Star magic is a school of magic that harnesses the hidden order of the universe. In form, it... [click here for more]

Although wizards and libraries are so often connected, very little time has been spent on exploring the function and powers of the library. Libraries usually turn up as scenic backdrops or repositories for purely magical resources, whereas there are more potentially useful books in a library than there are supplies in an adventuring gear shop. We will therefore be taking a long overdue stroll down... [click here for more]

The fey – also known as faerie, or fair folk – are some of the most misunderstood creatures in fantasy games. Some view them as harmless sprites living in the depths of sylvan woods; others see them as vindictive creatures with limitless power who steal children and play cruel and even lethal pranks on those that cross their path. The truth, as might be expected of such an enigmatic race,... [click here for more]

It is said that when the gods created the world, they gently blew life into it, awakening the conscience in every piece of their work. Trees, rocks, rivers, fire, wind, mountains… all of them received the holy breath, and all of them worshipped the gods before the first race set foot on the face of the world. They were the animae, the souls of all things: the spirits. These beings are the heart... [click here for more]

In the minds of all sentient creatures lies the potential to change the world. Every thought, every action resonates throughout reality. Actions and thoughts intersect, collide, contradict, and merge together to form the fabric of cause and effect that make up ‘reality’ as people understand it. Most people express their power to change the world though their bodies. They take up swords... [click here for more]

Epic Monsters. The name really does say it all. This tome is the perfect resource for games masters whose campaigns are nearing epic levels of play and need additional support to take their campaign beyond 20th level. With a veritable plethora of tremendously powerful creatures detailed within, Epic Monsters is the definitive source of challenges for the emerging epic level campaign.... [click here for more]

Forty thousand spectators watch each footstep, every movement of your sword as you close upon your opponent. The life of a gladiator is one of servitude and slavery but with every victory comes the howl of the mob, driving you ever more to succeed. You are one of the greatest combatants every to have walked onto the sands of death and your name is known across the land. Fame, fortune and eventual freedom... [click here for more]

The Power Classes series of character archetypes from Mongoose Publishing are designed to be seamlessly slotted into any fantasy-based d20 game. Each of these Power Classes introduces an entirely new core character type, adding a whole new dimension to campaigns. Players will find full details on how to use their new characters, greatly increasing the wealth of options they are presented with by the... [click here for more]

Death From Above
Aerial warfare in the world of 2089 has not changed much from its 20th century origins: bombers still punish targets on the ground or perform reconnaissance, with fighters and interceptors assigned to the multiple function of supporting their flying partners as well as earthbound allies. Stealth technology is common amongst planes but, with improving radar systems and scanners,... [click here for more]

If there ever was a God, then He has turned His face from this place. I have done such things that you would consider irredeemably vile and depraved and I profited from them all. Morality is an illusion; what is right is defined by the strong and the cunning. Infernum: Book of the Conqueror is the third volume in the Infernum Roleplaying Game series. It includes: To Rule... [click here for more]

You are in Hell.
For an eternity, there has been nothing in the Infernum except constant war and constant suffering. Those in power grind those beneath them into the burning dust, while those below plot and conspire to overthrow their masters and take their place and all bow before the might of the warring Houses. Now, there is dissent and opposition even against their might, as the Free Cities declare... [click here for more]

With a roar, the Oblurott cavalry charged. Huge spawn with plates of bone bolted to their hides lumbered down the slope. Oblurott demons with lances and bile rifles clung to their flanks, their eyes grimly fixed on the Sturrach lines. The ranks of the Sturrach lowered their guns; five hundred hellcannons, bile rifles and shatterguns were levelled at the rushing cavalry. Crowded into the narrow valley,... [click here for more]

Here begins the story of the World after the Death. The birth of the new, out of the ashes of the old. This is the world of Jeremiah, the world as it is after the Big Death wiped out over six billion people in six months. It is a bleak and sombre world where children are forced to survive and mature without the guidance and protection of adults. A world where most technology is non-functional because... [click here for more]

Like the rest of the world, the Cheyenne Mountain facility was devastated by the Big Death over 15 years ago. Originally designed to withstand a nuclear attack, Thunder Mountain became home to NORAD and was later expanded to help in Homeland Defence during the war on terror. Thanks largely to one young boy, Thunder Mountain became a haven in a sea of chaos after the Big Death. Markus Alexander rallied... [click here for more]

Klendathu Invasion
The homeworld of the Arachnid menace has been located and the Mobile Infantry has been moved into position to strike – are you ready to join the greatest battle Mankind has ever initiated?
For months, the Road to Victory has lead the Mobile Infantry across the galaxy to the ultimate confrontation between Man and Arachnid. This is a battle... [click here for more]

Mobile Infantry Army Book The greatest army in the history of mankind, the Mobile Infantry is the place for dedicated men and women who are ready to put themselves in harm’s way for the safety of the body politic. Equipped with the best weaponry that earth can provide, there are few enemies that can resist them for long. The United Citizens’ Federation is... [click here for more]

Mobile Infantry Field Manual Starship Troopers Roleplaying Game Welcome, Trooper. By making the choice to put the safety of the body politic above that of your own, you have demonstrated the qualities necessary to becoming a citizen of the Federation. After your term of service, you will be granted many privileges due to a citizen and be permitted to wield political authority, shaping... [click here for more]

Welcome to the very first volume in the new Monster Encyclopaedia series, a collection of tomes describing and detailing a veritable cornucopia of creatures foul and fair for your dismay and delight. Within the pages of Ravagers of the Realms, you will find a collection of over 200 new monsters and beasts of all shapes and sizes, from the earth-shaking bulk of the siege-beast to the miniscule yet truly... [click here for more]

Welcome to the second volume in the Monster Encyclopaedia series, a collection of tomes designed to bring you a massed horde of brand new enemies and allies for any D20 game. Within the Dark Bestiary are over 200 new creatures dedicated to evil and chaos, just waiting to be unleashed. Whatever your adversarial needs, you will find them within these pages, be tempted by the wassernixe, tormented by... [click here for more]